HinterBlog

March 8, 2010

Nebuleon SE : Classes

Filed under: Games — Tags: , , , — bilbo @ 12:56 pm

Now, even more so than in V1, Iridium V2 has essentially classes with little meaning beyond character generation. So, classes become life path short hand for skill packages. Essentially, you are picking what you have done for X years. One idea I have is to allow a package to be picked for each 10 years of age beyond 10. For instance, I might be 30 years old and I have been a spy and a soldier garnering me 2 groups of skills.

The problem I have with this and with any life gen system is that I have seen more than once, a group of impossibly old traders bumming it through the galaxy. I am not sure I will incorporate this but it is an interesting idea. You could also stack the packages taking spy twice and getting a better initial package.

Now, all of that said, this is the “classes” from V1:
Fighter Types
Bounty Hunter Pilot Police Soldier Specialist
Trader
Performer Types
Actor Artist Craftsman Reporter Tech
Intellectual Types
Medic Engineer Psi
Thief Types
Criminal Investigator Politician Raider Smuggler Spy

The two classes I have received the most flak from are the Reporter and the Politician. These are not popular. I was thinking of cutting them. Thoughts?

Also, I am considering adding Marine, Scientist, historian (although I expect the same “They are worthless”) comments.

So what do you think? What should I cut, should we go with the more life pathy setup?

11 Comments

  1. OK, I love the Reporter. The politician? Meh! I also really like all three new options. You know I’m going to say it, but YEAH! to the lifepathy mod! 😀

    -clash

    Comment by clash bowley — March 8, 2010 @ 2:05 pm

  2. I woudl cut the politician right out (heck, they just have too many darn assets what with their bottomless expense accounts and all:.)

    A Marine character would be a good addition (as would a Space Navy character – if its not already in there, doh’:.)

    Scientist is a good fit (Traveller T20 and Mongoose Trav have Academic types/Scientists) useful, I suppose they are more like the ‘Magic users of a Sci-Fi game’

    Historian could be fitted under a ‘general; ACADEMIC character class, that way you would give players the option of what particular discipline of academia they wish to pursue, heck, even if you just do Historian its a big bag of worms, I mean – what level is the Historian educated to MA or PHD?, what is his subject? (and within that broader subject what is his particular speciality?)

    now thats just for history, heck, you could even add Art History if you really felt it was necessary;.)

    Comment by Alan Hume — March 10, 2010 @ 3:02 am

  3. I wouold have to look at the rules (which I dont have access to right now)
    but I would prefer the STRICT class which you must conform too kind of idea (even if only by way of having a set number of skills availabel to each class – kind of like GURPS i guess, you need a certain thing to do another thing too, I dont think folks shoule be able to just jump wildly from class to class 0 but then syaing that, I am being unrealistic as people do that in real life all the time;.)

    Comment by Alan Hume — March 10, 2010 @ 3:04 am

  4. I like Alan’s idea of an Academician class which allows the player to define just what type of Academician he wants to play.

    -clash

    Comment by clash bowley — March 10, 2010 @ 9:41 am

  5. What if you could have a format that allows you to choose any 4 skills and define your own class? This option allows the more creative to name their own class. The GM would then determine which Type it falls under for the Type based weapon points. You would still present the classes you have as examples. Maybe even assign points to each skill and give the player x amount of points to buy skills with.

    The age idea is a good one, but if you want to put limits on it, give out penalties to the physical abilities as you age. -1 to STR, DEX, AGI and CON for the first step, -2 for the second step, etc. This will at least partially offset the advantages of extra skills gained.

    Comment by scott — March 10, 2010 @ 11:29 am

  6. To clarify, there would be a difference between the points to buy your starting skill package, and the points you get to buy ranks in those skills. I was thinking most skills are worth one point, with weapon and armor skills worth two points. That way the Type of class gives you the points for your combat skills. In this case you would double the amount of Type based skill points you give for each Type. This would also slow down the players that wanted to create “combat monsters” at creation. I know as a GM, I hate that because it unbalances the campaign.

    Comment by scott — March 10, 2010 @ 11:41 am

  7. Well, the Academic was really taken from Traveller to be fair (but, heck, it is a valid character class and no reason that NEB couldnt have it as well, it is a valid ‘real world’ occupation after all) I thnk that is the only problem with writing any game from any genre, you, by necessity for the genre, need to have certain ‘types’ in there and, of course, they are already in the other game, just one of those thhngs I guess

    I like the idea of the physical ageing penalties (very AD&D:.)

    Comment by Alan Hume — March 10, 2010 @ 2:28 pm

  8. My system also has aging penalties. It’s a self-balancing system, which is the kind of mechanic I love. My players dread the onset of aging… 😀

    -clash

    Comment by clash bowley — March 11, 2010 @ 10:25 am

  9. good point Clash

    oh, is Assassin in there anywhere?

    I guess the choice to be made here is a tricky one, lock into rigid classes or open up and ‘build’ a varied skill set within that class

    personally I would go old school and lock them up tight, rigid, defined classes (it may not be realistic or true to life but it makes for good balanced gameplay)

    Comment by Alan Hume — March 15, 2010 @ 5:00 am

  10. Just wanted to put my oar in and put down some more possible suggestions for classes
    (although clearly they may already be covered under other names)

    anyhow

    Rogue – your basic ‘Career Criminal’ – basically the old D and D thief, he has the ‘traditional’ range of thief skills, heck he may even have a futuristic form of thieves cant, he will no doubt be involved in intergalactic Theives guilds too

    Assassin – again what it says on the tin, a contract killer, he may work for a Government agency, he may work for anyone, or he may be a vigilante striving to clear out the scum of the universe

    Sailor – Space Navy type

    Acamedician (or plain old Academic) – as described above

    Marine – as you say, a Space Marine – waaaaaaay kewl

    Reporter – I would keep it, think JTAS or a war reporter, maybe better as an NPC but a lot of adventures have come from carrying touring Reporters around the galaxy

    Rebel – general ne’r do well and professional agitator, this rogue type goes from system to system stirring up sh*t and attempting to bring down the existing establishment, either from some deep rooted political belief or just out of sheer venom (may also be working for others)

    Noble – Again from Traveller so you may not be able to use it freely but a second son wandering the universe spending his inheritance is a neat angle

    Comment by Alan Hume — March 15, 2010 @ 5:11 am

  11. Thanks guys! I will be putting a summary together of these ideas and see where it leads us.

    Comment by bilbo — March 18, 2010 @ 9:31 am

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